Aller au contenu

Photo

Explain yourselves, fitness shunners!


  • Veuillez vous connecter pour répondre
142 réponses à ce sujet

#126
ClydeInTheShell

ClydeInTheShell
  • Members
  • 9 515 messages
@Beerfish: This build works for me; though it doesn't address your concern for the fastest possible cooldown on the character, (and me carrying 2 weapons doesn't help either) in my opinion you benefit more from weapon damage than you would from being able to use powers faster. The difference in cooldown time is negligible IMO once you get used to it.

But to each his own; if it works for you, let it fly!

Modifié par ClydeInTheShell, 27 janvier 2014 - 09:03 .


#127
melorous

melorous
  • Members
  • 12 messages
Why not just ditch Alliance Training altogether, since all you really care about with the character is causing booms. Just take a Tempest, Expert Package, full Fitness, and Tech Armor. With that, you can spec TA to 6a or 6b and still get under 3 seconds on your Warp recharge. Your pewpew SMG is just there to supplement your damage between cooldowns anyway.

#128
Dr. Tim Whatley

Dr. Tim Whatley
  • Members
  • 7 543 messages

Malanek999 wrote...

So you give up all those other bonuses to partially address his concern about cooldown.

Please, enlighten me on these extra special bonuses I'm missing out on.

#129
Malanek

Malanek
  • Members
  • 7 838 messages

b00g13man wrote...

Malanek999 wrote...

So you give up all those other bonuses to partially address his concern about cooldown.

Please, enlighten me on these extra special bonuses I'm missing out on.


:huh: I did in my first reply to you.


Malanek999 wrote...

b00g13man wrote...

Beerfish wrote...

Yes I know it is not a premium build.  I simply dislike the cooldown penalty for tech armour.  My modus is to warp, throw at an alarming rate with that class.  Especially since so many enemy units can dodge those powers.

Out of curiosity, what is your weapon of choice?

The power recharge evolution is useful if you're worried about that.

Edit - as an example, here are my builds with and without Tech Armor. 0.16s on warp is literally not noticeable, let alone the 0.08s on throw.

You are paying points to get the cooldown to that level. It is actually a choice between 40% DR (which is actually lower out of cover), and + 30% power damage against +20% faster cooldown, either +20% headshot or 15% power damage, + 10 weapon damage, +15 faster shield recharge and + 25% health and shields. I think skipping tech armor is justified, particularly if you dont use cyclonics a lot, but taking it is fine as well.



#130
NuclearTech76

NuclearTech76
  • Members
  • 16 229 messages

Malanek999 wrote...

b00g13man wrote...

Malanek999 wrote...

So you give up all those other bonuses to partially address his concern about cooldown.

Please, enlighten me on these extra special bonuses I'm missing out on.


:huh: I did in my first reply to you.


Malanek999 wrote...

b00g13man wrote...

Beerfish wrote...

Yes I know it is not a premium build.  I simply dislike the cooldown penalty for tech armour.  My modus is to warp, throw at an alarming rate with that class.  Especially since so many enemy units can dodge those powers.

Out of curiosity, what is your weapon of choice?

The power recharge evolution is useful if you're worried about that.

Edit - as an example, here are my builds with and without Tech Armor. 0.16s on warp is literally not noticeable, let alone the 0.08s on throw.

You are paying points to get the cooldown to that level. It is actually a choice between 40% DR (which is actually lower out of cover), and + 30% power damage against +20% faster cooldown, either +20% headshot or 15% power damage, + 10 weapon damage, +15 faster shield recharge and + 25% health and shields. I think skipping tech armor is justified, particularly if you dont use cyclonics a lot, but taking it is fine as well.


Here's the problem Tech armor gives you more effective health than full health and fitness, even if you went 4 and 4 in fitness and tech armor. The power evo on tech armor gives you more I believe than passives. So really we're really talking only about CDs which can be pretty well alliviated with the 6 evo. Effectively on a 66644 he would be giving up a little fitness and shields which is still better effective fitness than speccing out of TA, some relatively small amount of CD assuming he isn't carrying a Crusader, headshot damage and passive weapon damage.

And pssh yeah if you went power damage some piddly ass damage on warp which might be enough to kill a swarmer, and a little force on throw. 

Modifié par NuclearTech76, 27 janvier 2014 - 09:37 .


#131
Simba501

Simba501
  • Members
  • 2 292 messages

NuclearTech76 wrote...

Here's the problem Tech armor gives you more effective health than full health and fitness, even if you went 4 and 4 in fitness and tech armor. The power evo on tech armor gives you more I believe than passives. So really we're really talking only about CDs which can be pretty well alliviated with the 6 evo. Effectively on a 66644 he would be giving up a little fitness and shields which is still better effective fitness than speccing out of TA, some relatively small amount of CD assuming he isn't carrying a Crusader, headshot damage and passive weapon damage.

And pssh yeah if you went power damage some piddly ass damage on warp which might be enough to kill a swarmer, and a little force on throw. 


And it looks cool.

:wizard:

Modifié par Simba501, 27 janvier 2014 - 09:48 .


#132
Dr. Tim Whatley

Dr. Tim Whatley
  • Members
  • 7 543 messages

NuclearTech76 wrote...

Here's the problem Tech armor gives you more effective health than full health and fitness, even if you went 4 and 4 in fitness and tech armor. The power evo on tech armor gives you more I believe than passives. So really we're really talking only about CDs which can be pretty well alliviated with the 6 evo. Effectively on a 66644 he would be giving up a little fitness and shields which is still better effective fitness than speccing out of TA, some relatively small amount of CD assuming he isn't carrying a Crusader, headshot damage and passive weapon damage.

And pssh yeah if you went power damage some piddly ass damage on warp which might be enough to kill a swarmer, and a little force on throw. 

Thanks. It's not like I'm missing out on Drell or Turian passives or anything, and not quite 10% extra DR isn't exactly game breaking.

#133
Malanek

Malanek
  • Members
  • 7 838 messages

NuclearTech76 wrote...
And pssh yeah if you went power damage some piddly ass damage on warp which might be enough to kill a swarmer, and a little force on throw. 


At one stage I was interested in testing out how reliably a single throw would kill a gold or platinum husk or staggering various enemies. Force on throw is definitely not useless, I'm just not sure what thresholds it is important to get for staggering various things. Anyhow, you actually get more power damage from level 5 tech armor than level 5 passive.

Modifié par Malanek999, 27 janvier 2014 - 09:48 .


#134
NuclearTech76

NuclearTech76
  • Members
  • 16 229 messages

Malanek999 wrote...

NuclearTech76 wrote...
And pssh yeah if you went power damage some piddly ass damage on warp which might be enough to kill a swarmer, and a little force on throw. 


At one stage I was interested in testing out how reliably a single throw would kill a gold or platinum husk or staggering various enemies. Force on throw is definitely not useless, I'm just not sure what thresholds it is important to get for staggering various things. Anyhow, you actually get more power damage from level 5 tech armor than level 5 passive.

 
1000 N is where you need to be to stagger phantoms. 

#135
KikoChuN7

KikoChuN7
  • Members
  • 155 messages
I've promoted a few of my classes and tried new builds using advice here. I would recommend that any newbie players also avoid using the same build over, and experiment a little. I didn't realise it was so easy to level up, now I'm not panicked if I make a "bad" character. >.>

I tried a melee Havoc last night and it was very fun. ^-^ It's true, being able to kill the enemies first and avoiding hits is a more important factor. I'm just eager for stronger weapons, I feel like a kid with a water pistol on higher levels. :pinched:

DragonRacer wrote...
I also sorta feel a need for it since I can be pretty clumsy sometimes and, like Garrus, seem to have a fondness for eating rockets to the face. And Banshee Warp balls to the face. Or sometimes stepping in front of my Drell buddy and eating the rocket so he doesn't have to. LOL


I can confirm her heroicness U_U I thought I was wonderful at surviving, until I realised a Turian was taking most of the hits for me. :whistle:

#136
bondiboy

bondiboy
  • Members
  • 2 815 messages
With some kits it is difficult to say whether 3 or 4 evs in TA is the best allocation for points.
Currently running 6/3/6/5/6 with Batsol because the power ev in passives seems the
better choice v 5% extra DR.

I guess if you have plenty of CMs you could avoid fitness (unless Drell or melee build) but not many players have a good reserve of cyclonics.
Fully specced TA no fitness with CM 4 is a bit of a luxury for most players.

#137
masleslie

masleslie
  • Members
  • 790 messages
Like the old saying goes "the best defense is a good offense". If you can kill it quickly enough you don't need more fitness. I am not some hardcore gamer either. I only started playing Gold about 6 months ago & used to get slaughtered. Now I can score 100K+, maybe top the scores & most of my characters are 66644.

#138
Guest_N7 Krisixus_*

Guest_N7 Krisixus_*
  • Guests
I don't need fitness, my kits are already fit as they are already.

#139
Peer of the Empire

Peer of the Empire
  • Members
  • 2 044 messages

prostheticlimbs wrote...

Peer of the Empire wrote...

Krogan always go to rank 6.  Always


My Krogan Adept says otherwise. As does my Sentinel. My Soldier and Krolord couldn't be reached for comment, and neither could the Vanguard.


The Krodept is the one which I thought about mentioning as non full fitness because of his staggers.  The Sentinel can have same effective shields without 6 as Soldier with 6, however the Soldier will have better shield regen, which allows me to be in close combat continuously

Modifié par Peer of the Empire, 30 janvier 2014 - 10:34 .


#140
Peer of the Empire

Peer of the Empire
  • Members
  • 2 044 messages

jrob6 wrote...

Peer of the Empire wrote...

Krogan does much more damage with more survivability.  They have no weapon power, move more slowly and have no dodge.  Only with this spec will they be able to make optimal use of the shield gate.  On Platinum, his shields will begin to regenerate, in combat - this means there will be no nerds hiding in the corner and getting owned. 

You will note that with this build already all his powers are at maximum.  The only thing that would change with no fitness is max carnage (lol), 6% damage on inferno grenade and 13% weapon damage.  A large part of a krogan's damage even on Platinum is from melee

Passives is not very useful unless wanting to 1 shot Platinum phantom barriers with the acolyte.

Inferno grenade does not spec like Lift Grenade.  Base grenade capacity will always be 2.


You make a lot of absolute statements.  I'm not criticizing your build, just saying that's one way to spec it with the priority being health/shields.  I realize that the base grenade capacity will always be 2, but taking grenade capacity 5, choosing 5b in fortification, and taking power damage in the passives makes for a much different Krogan Soldier than yours.  


That is because I'm actually good at Krogan Soldier. 

All you would have to do if you want to grenade spam, and I already thought about it at the time, is switch out to grenade 5.  Problem solved

Taking grenade 5 loadout negates need for 5A inferno capacity.  I had given serious thought to 5A inferno but it simply is not that good.  I can still refill grenades on demand with ammo packs, they'll be more powerful grenades, and I like to be up close and personal over grenade spam.

Choosing 5B in fortification is bad, and is worse than the spec I have here in my sig.  I had thought about explaining it then but didn't have time, but now that I am in the situation of redownloading ME3 I will make time.

The fact is the spec in my sig is not even my go to spec, not even spec B, but spec C, and I resort to it because consumables are out, something avid krogan players will encounter, and so this is to help up and comers not to be reliant on cyclonic crutch.  As well as to burn piles of Disruptor and Power Amps.

Spec B, which is more effective, is choosing 5B fortification as you suggest, and going with shield power cells with the end result of even more shield regen and less power damage, the opposite of what you're aiming for.

And spec B isn't even spec A; spec A goes for cyclonic IV with 5A fortification for its shield regen.  That spec is unstoppable

Modifié par Peer of the Empire, 30 janvier 2014 - 10:09 .


#141
Peer of the Empire

Peer of the Empire
  • Members
  • 2 044 messages

LanceCucumber wrote...
The points in your build for carnage would be better spent on your passives, as it is best used as a detonator. You will get an increase in overall damage to carnage AND Inferno grenades for a loss of 10% recharge time on carange which is neglible. Also by increasing the power damage you increase your killing time, and should increase your survivability. 
 
I usually run a 6/3/6/6/5 on Krogan Soldier. Below is a link for INVADERONE's gameplay build showing the same build.

 


No.  Passives add only 10% damage to Carnage (lol) and 8% damage to Inferno Grenade.

He actually kills rather slowly.  The Wraith is an underwhelming weapon.

I can chuck grenades like that just by taking Grenade V, and almost as many without it.  Passives barely add any damage, as previously calculated.

I will be in close combat on Platinum, and there Carnage is better used as a detonator, and also to put enemies such as phantoms and rocket troopers on the defensive, as I can no longer tolerate rolling with the Acolyte.    Higher ranked Carnage also results in more powerful Fire Explosions.

Having experimented with various cooldowns on Carnage, it must be less than 4.00 seconds, and the faster the better to about 3.40 seconds.  I'm not worried about Carnage's direct damage or dps - even if I spec'd to make it 30% more damage, for example, it would still be dubious.  As we well know


That said, if I did use Acolyte, I would still spec Carnage for cooldown reduction, because that way I can roll through Platinum enemies in seconds, killing each in one pass one right after the other without stopping

E.g. Taking full weapon damage spec and using incendiary,

1 Acolyte shot  >>  Heavy melee (Fortification refreshed) >>  Carnage (Fire explosion) = dead Platinum phantom; reverse the Carnage melee order for other mooks to trigger melee kills

Modifié par Peer of the Empire, 30 janvier 2014 - 10:33 .


#142
Peer of the Empire

Peer of the Empire
  • Members
  • 2 044 messages

If I had unlimited Cyclonics, I would spec out of Fitness 6 Fortification 6 (for KroSol because math), and (if willing) just roll Acolyte Hurricane 63665 lied, probably Venom 56636 shield regen spec with Grenade V, meleeing my way through Platinum in a ring of fire

But again, basically nothing has changed except added max Carnage (lol)
 
There are more matches than Cyclonics. The RNG store will not be denied

 

 

Edited for typo, otherwise info only current for 30 january


Modifié par Peer of the Empire, 26 février 2014 - 02:47 .


#143
mandalorian sun

mandalorian sun
  • Members
  • 390 messages

melorous wrote...

Why not just ditch Alliance Training altogether, since all you really care about with the character is causing booms. Just take a Tempest, Expert Package, full Fitness, and Tech Armor. With that, you can spec TA to 6a or 6b and still get under 3 seconds on your Warp recharge. Your pewpew SMG is just there to supplement your damage between cooldowns anyway.


my build summarized. Replace tempest with hurricane. He's a better adept than the adept, he has no problem surviving banshee warps or swarmers. Highest shield/health of any human, save the destroyer.